using System;
using System.Diagnostics;
using System.IO;
using System.Linq;
using System.Numerics;
using System.Runtime.InteropServices;
using Avalonia;
using Avalonia.OpenGL;
using static Avalonia.OpenGL.GlConsts;
// ReSharper disable StringLiteralTypo

namespace ControlCatalog.Pages.OpenGl;

internal class OpenGlContent
{
    private int _vertexShader;
    private int _fragmentShader;
    private int _shaderProgram;
    private int _vertexBufferObject;
    private int _indexBufferObject;
    private int _vertexArrayObject;
    private GlVersion GlVersion;

    private string GetShader(bool fragment, string shader)
    {
        var version = (GlVersion.Type == GlProfileType.OpenGL
            ? RuntimeInformation.IsOSPlatform(OSPlatform.OSX) ? 150 : 120
            : 100);
        var data = "#version " + version + "\n";
        if (GlVersion.Type == GlProfileType.OpenGLES)
            data += "precision mediump float;\n";
        if (version >= 150)
        {
            shader = shader.Replace("attribute", "in");
            if (fragment)
                shader = shader
                    .Replace("varying", "in")
                    .Replace("//DECLAREGLFRAG", "out vec4 outFragColor;")
                    .Replace("gl_FragColor", "outFragColor");
            else
                shader = shader.Replace("varying", "out");
        }

        data += shader;

        return data;
    }


    private string VertexShaderSource => GetShader(false, @"
        attribute vec3 aPos;
        attribute vec3 aNormal;
        uniform mat4 uModel;
        uniform mat4 uProjection;
        uniform mat4 uView;

        varying vec3 FragPos;
        varying vec3 VecPos;  
        varying vec3 Normal;
        uniform float uTime;
        uniform float uDisco;
        void main()
        {
            float discoScale = sin(uTime * 10.0) / 10.0;
            float distortionX = 1.0 + uDisco * cos(uTime * 20.0) / 10.0;
            
            float scale = 1.0 + uDisco * discoScale;
            
            vec3 scaledPos = aPos;
            scaledPos.x = scaledPos.x * distortionX;
            
            scaledPos *= scale;
            gl_Position = uProjection * uView * uModel * vec4(scaledPos, 1.0);
            FragPos = vec3(uModel * vec4(aPos, 1.0));
            VecPos = aPos;
            Normal = normalize(vec3(uModel * vec4(aNormal, 1.0)));
        }
");

    private string FragmentShaderSource => GetShader(true, @"
        varying vec3 FragPos; 
        varying vec3 VecPos; 
        varying vec3 Normal;
        uniform float uMaxY;
        uniform float uMinY;
        uniform float uTime;
        uniform float uDisco;
        //DECLAREGLFRAG

        void main()
        {
            float y = (VecPos.y - uMinY) / (uMaxY - uMinY);
            float c = cos(atan(VecPos.x, VecPos.z) * 20.0 + uTime * 40.0 + y * 50.0);
            float s = sin(-atan(VecPos.z, VecPos.x) * 20.0 - uTime * 20.0 - y * 30.0);

            vec3 discoColor = vec3(
                0.5 + abs(0.5 - y) * cos(uTime * 10.0),
                0.25 + (smoothstep(0.3, 0.8, y) * (0.5 - c / 4.0)),
                0.25 + abs((smoothstep(0.1, 0.4, y) * (0.5 - s / 4.0))));

            vec3 objectColor = vec3((1.0 - y), 0.40 +  y / 4.0, y * 0.75 + 0.25);
            objectColor = objectColor * (1.0 - uDisco) + discoColor * uDisco;

            float ambientStrength = 0.3;
            vec3 lightColor = vec3(1.0, 1.0, 1.0);
            vec3 lightPos = vec3(uMaxY * 2.0, uMaxY * 2.0, uMaxY * 2.0);
            vec3 ambient = ambientStrength * lightColor;


            vec3 norm = normalize(Normal);
            vec3 lightDir = normalize(lightPos - FragPos);  

            float diff = max(dot(norm, lightDir), 0.0);
            vec3 diffuse = diff * lightColor;

            vec3 result = (ambient + diffuse) * objectColor;
            gl_FragColor = vec4(result, 1.0);

        }
");

    [StructLayout(LayoutKind.Sequential, Pack = 4)]
    private struct Vertex
    {
        public Vector3 Position;
        public Vector3 Normal;
    }

    private readonly Vertex[] _points;
    private readonly ushort[] _indices;
    private readonly float _minY;
    private readonly float _maxY;

    public OpenGlContent()
    {
        var name = typeof(OpenGlPage).Assembly.GetManifestResourceNames().First(x => x.Contains("teapot.bin"));
        using (var sr = new BinaryReader(typeof(OpenGlPage).Assembly.GetManifestResourceStream(name)!))
        {
            var buf = new byte[sr.ReadInt32()];
            sr.Read(buf, 0, buf.Length);
            var points = new float[buf.Length / 4];
            Buffer.BlockCopy(buf, 0, points, 0, buf.Length);
            buf = new byte[sr.ReadInt32()];
            sr.Read(buf, 0, buf.Length);
            _indices = new ushort[buf.Length / 2];
            Buffer.BlockCopy(buf, 0, _indices, 0, buf.Length);
            _points = new Vertex[points.Length / 3];
            for (var primitive = 0; primitive < points.Length / 3; primitive++)
            {
                var srci = primitive * 3;
                _points[primitive] = new Vertex
                {
                    Position = new Vector3(points[srci], points[srci + 1], points[srci + 2])
                };
            }

            for (int i = 0; i < _indices.Length; i += 3)
            {
                Vector3 a = _points[_indices[i]].Position;
                Vector3 b = _points[_indices[i + 1]].Position;
                Vector3 c = _points[_indices[i + 2]].Position;
                var normal = Vector3.Normalize(Vector3.Cross(c - b, a - b));

                _points[_indices[i]].Normal += normal;
                _points[_indices[i + 1]].Normal += normal;
                _points[_indices[i + 2]].Normal += normal;
            }

            for (int i = 0; i < _points.Length; i++)
            {
                _points[i].Normal = Vector3.Normalize(_points[i].Normal);
                _maxY = Math.Max(_maxY, _points[i].Position.Y);
                _minY = Math.Min(_minY, _points[i].Position.Y);
            }
        }
    }


    private static void CheckError(GlInterface gl)
    {
        int err;
        while ((err = gl.GetError()) != GL_NO_ERROR)
            Console.WriteLine(err);
    }

    public string Info { get; private set; } = string.Empty;
    
    public unsafe void Init(GlInterface GL, GlVersion version)
    {
        GlVersion = version;
        CheckError(GL);

        Info = $"Renderer: {GL.GetString(GL_RENDERER)} Version: {GL.GetString(GL_VERSION)}";

        // Load the source of the vertex shader and compile it.
        _vertexShader = GL.CreateShader(GL_VERTEX_SHADER);
        Console.WriteLine(GL.CompileShaderAndGetError(_vertexShader, VertexShaderSource));

        // Load the source of the fragment shader and compile it.
        _fragmentShader = GL.CreateShader(GL_FRAGMENT_SHADER);
        Console.WriteLine(GL.CompileShaderAndGetError(_fragmentShader, FragmentShaderSource));

        // Create the shader program, attach the vertex and fragment shaders and link the program.
        _shaderProgram = GL.CreateProgram();
        GL.AttachShader(_shaderProgram, _vertexShader);
        GL.AttachShader(_shaderProgram, _fragmentShader);
        const int positionLocation = 0;
        const int normalLocation = 1;
        GL.BindAttribLocationString(_shaderProgram, positionLocation, "aPos");
        GL.BindAttribLocationString(_shaderProgram, normalLocation, "aNormal");
        Console.WriteLine(GL.LinkProgramAndGetError(_shaderProgram));
        CheckError(GL);

        // Create the vertex buffer object (VBO) for the vertex data.
        _vertexBufferObject = GL.GenBuffer();
        // Bind the VBO and copy the vertex data into it.
        GL.BindBuffer(GL_ARRAY_BUFFER, _vertexBufferObject);
        CheckError(GL);
        var vertexSize = Marshal.SizeOf<Vertex>();
        fixed (void* pdata = _points)
            GL.BufferData(GL_ARRAY_BUFFER, new IntPtr(_points.Length * vertexSize),
                new IntPtr(pdata), GL_STATIC_DRAW);

        _indexBufferObject = GL.GenBuffer();
        GL.BindBuffer(GL_ELEMENT_ARRAY_BUFFER, _indexBufferObject);
        CheckError(GL);
        fixed (void* pdata = _indices)
            GL.BufferData(GL_ELEMENT_ARRAY_BUFFER, new IntPtr(_indices.Length * sizeof(ushort)), new IntPtr(pdata),
                GL_STATIC_DRAW);
        CheckError(GL);
        _vertexArrayObject = GL.GenVertexArray();
        GL.BindVertexArray(_vertexArrayObject);
        CheckError(GL);
        GL.VertexAttribPointer(positionLocation, 3, GL_FLOAT,
            0, vertexSize, IntPtr.Zero);
        GL.VertexAttribPointer(normalLocation, 3, GL_FLOAT,
            0, vertexSize, new IntPtr(12));
        GL.EnableVertexAttribArray(positionLocation);
        GL.EnableVertexAttribArray(normalLocation);
        CheckError(GL);

    }

    public void Deinit(GlInterface GL)
    {
        // Unbind everything
        GL.BindBuffer(GL_ARRAY_BUFFER, 0);
        GL.BindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
        GL.BindVertexArray(0);
        GL.UseProgram(0);

        // Delete all resources.
        GL.DeleteBuffer(_vertexBufferObject);
        GL.DeleteBuffer(_indexBufferObject);
        GL.DeleteVertexArray(_vertexArrayObject);
        GL.DeleteProgram(_shaderProgram);
        GL.DeleteShader(_fragmentShader);
        GL.DeleteShader(_vertexShader);
    }

    static Stopwatch St = Stopwatch.StartNew();
    
    public unsafe void OnOpenGlRender(GlInterface gl, int fb, PixelSize size,
        float yaw, float pitch, float roll, float disco)
    {
        gl.Viewport(0, 0, size.Width, size.Height);
        gl.ClearDepth(1);
        gl.Disable(GL_CULL_FACE);
        gl.Disable(GL_SCISSOR_TEST);
        gl.DepthFunc(GL_LESS);
        gl.DepthMask(1);
        
        gl.ClearColor(0, 0, 0, 0);
        gl.Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
        gl.Enable(GL_DEPTH_TEST);


        var GL = gl;

        GL.BindBuffer(GL_ARRAY_BUFFER, _vertexBufferObject);
        GL.BindBuffer(GL_ELEMENT_ARRAY_BUFFER, _indexBufferObject);
        GL.BindVertexArray(_vertexArrayObject);
        GL.UseProgram(_shaderProgram);
        CheckError(GL);
        var projection =
            Matrix4x4.CreatePerspectiveFieldOfView((float)(Math.PI / 4), (float)(size.Width / size.Height),
                0.01f, 1000);


        var view = Matrix4x4.CreateLookAt(new Vector3(25, 25, 25), new Vector3(), new Vector3(0, 1, 0));
        var model = Matrix4x4.CreateFromYawPitchRoll(yaw, pitch, roll);
        var modelLoc = GL.GetUniformLocationString(_shaderProgram, "uModel");
        var viewLoc = GL.GetUniformLocationString(_shaderProgram, "uView");
        var projectionLoc = GL.GetUniformLocationString(_shaderProgram, "uProjection");
        var maxYLoc = GL.GetUniformLocationString(_shaderProgram, "uMaxY");
        var minYLoc = GL.GetUniformLocationString(_shaderProgram, "uMinY");
        var timeLoc = GL.GetUniformLocationString(_shaderProgram, "uTime");
        var discoLoc = GL.GetUniformLocationString(_shaderProgram, "uDisco");
        GL.UniformMatrix4fv(modelLoc, 1, false, &model);
        GL.UniformMatrix4fv(viewLoc, 1, false, &view);
        GL.UniformMatrix4fv(projectionLoc, 1, false, &projection);
        GL.Uniform1f(maxYLoc, _maxY);
        GL.Uniform1f(minYLoc, _minY);
        GL.Uniform1f(timeLoc, (float)St.Elapsed.TotalSeconds);
        GL.Uniform1f(discoLoc, disco);
        CheckError(GL);
        GL.DrawElements(GL_TRIANGLES, _indices.Length, GL_UNSIGNED_SHORT, IntPtr.Zero);

        CheckError(GL);
    }
}
